

Junker
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Everything posted by Junker
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I have the upmortar addon but the AI wont fire at anything  :S What i am trying to do is make a script to make the AI fire and then randomly change its turret elevation between 10 > 75 degrees(Maybe a slight direction change to 1-2 degrees left or right). So if anyone could help me would be great  :P I hope this is some help too. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">    weapon name "wmortar"    gunAxis "osahlavne"    turretAxis "osaveze"    minElev -15    maxElev +90    minTurn -70    maxTurn 70
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cant do that cus our server dont have CoCarty addons on it. I know it can be done i did it with this addon months ago but i have been off OFP for 3-4 months and lost all knowledge of that type of scripting :S maybe i just need a kick start or something :P
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ok to run the script type this in the trigger [pilot2,finish] exec "stopwatch.sqs". Dont make a marker the finish it needs to be a object. Make sure the trigger that starts it is the start line so you can get the true time right ;)
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you tried using the addaction menu for the timer ? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 0 _finish = _this select 1 _i = 0.0000 #loop _count = _unit addaction [format["Time (%1 sec.)",_i],""] ~0.0001 _unit removeaction _count _i=_i+1 ?_unit distance _finish < 10: goto "finish" goto "loop" hint format ["%1 finished in %2",name _unit,_i] exit Not tested but try this one ;) _unit = players name _finish = well you know ;) Finish point name
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i was thinking is VBS compatable with our OFP..? If so y dont the army challange the public to a battle match..? Lets see who is better them or the Joe Public ;) What do you think..?
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whati mean is if you are the gunner and have a driver the turret will pull down or up in scope mode. As soon as the driver gets out it stops. M1a1's T80's T72'2 do it alot M60 shake violently its noytjust me others get it to on our server Â
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when i put this command in a trigger it works great: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bmp commandmove getmarkerpos "wp1" But when i use it in a script the stoopid AI sit there and do anything but act Stoopid. Â Why script code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tank = _this select 0 _way1 = _this select 1 _way2 = _this select 2 _pos = getmarkerpos "_way1" _pos2 = getmarkerpos "_way2" ~2 _i = random 2 ? _i <= 1 : goto "dir1" goto "dir2" #dir1 _tank commandmove getmarkerpos "_pos" ~10 ? speed _tank < 30 : goto "dir1" exit #dir2 _tank commandmove getmarkerpos "_pos2" ~10 ? speed _tank < 30 : goto "dir2" exit BTW im on version 1.92 Â ;)
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any fix for the Turret Drag down in MP Its annoying sometimes cus when you have a driver and gunner the turret starts to move up or down and wont stay still(this make it hard to AIM). Any suggestions would be cool ;)
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Roll it over and take a look on the bottom ;)
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P4 2.66 Ghz GeForce 4 MX 440 512 DDR Benchmark = 6000
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Making soldiers run adn shoot
Junker replied to Frugo_PL's topic in OFP : MISSION EDITING & SCRIPTING
hehe sorry for that i was bored so read alot of stuff  ;) Yes some of the AI will run and shoot at the same time Mainly MGers ;) -
Hey leave me out of this :P Nice planes BTW ;)
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Making soldiers run adn shoot
Junker replied to Frugo_PL's topic in OFP : MISSION EDITING & SCRIPTING
just make there Waypoint Behaviour to AWARE ;) -
[production]: script glow effects
Junker replied to Ćlçi®-�yon's topic in OFP : MISSION EDITING & SCRIPTING
nice drop effects ;) think this command is no secret now :P -
i have made a test mission which has become popular with all the peeps so i kept it as is. Montignac Mystery is a about Montignac town, where all the locals disappear. Your mission is to go in and find out what happened. The rest..? Well you will find out. ADDONS REQUIRED "BMP2", "editorupdate102", "bis_resistance" Hmm seems this is the old version so the effects will only show on SP only needs to fix this AGAIN DOWNLOAD
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well you can only fit 64 groups of 12 in OFP so thats 12 x 64 = erm.......hold on......carry the 1.....erm.....oh yeah.. 768 peeps on the server :P MAX ;)
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Respawning at different waypoints
Junker replied to DRa1N's topic in OFP : MISSION EDITING & SCRIPTING
Just make it so the Respawn Marker moves to the WP when you get there and make sure Repawn is on BASE. Not sure if this will work but try it and you will need to add markers above the WP's <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Respawn_West setmarkerpos(getmarkerpos WPName) -
What im trying to say is the VBS1 system only trains soldiers in the army, This means Trained men play against Trained men or AI. if they get untrained Men on the other side the situation changes alot, The army will stick in groups and follow orders, Joe Public will run around like headless chickens confusing the hell out of the Trained peeps :P And thats i think would be good training for the army ;)
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Is there a way to simulate indoor lighting?
Junker replied to Bongohead's topic in OFP : MISSION EDITING & SCRIPTING
or use the drop command with the halflight effect ;) -
Removing an action repeatedly
Junker replied to uncle reiben's topic in OFP : MISSION EDITING & SCRIPTING
do a distance command to the trigger or object. To activate add this into the init line of the unit [this,trig1] exec "Scriptname.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_man = _this select 0 _trig1 = _this select 1 ?_man distance _trig1 <= 50: Add = _man addaction["add","Addscript.sqs"] ?_man distance _trig1 >= 51: _man removeaction Add exit then just make the other script what you want the action menu to do ;) Not sure if it will work, i cant test it at the moment -
This code i just did off the top of my head, Im no scripter but i think this would work for you. If 20 spawns is to many or not enough just change the _i = 20 ;) To activate type in each plane [this,start1,finish1] exec "spawn.sqs" Remember to do 1 start and 1 finish marker for each plane otherwise they will spawn into each other :S <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_plane = _this select 0 _spawn = _this select 1 _dest = _this select 2 _i = 20 #loop ;::::This will make the plane fly to the Marker (no waypoints needed) _plane commandmove getmarkerpos _dest ;::This line will activate when the plane gets within 200m of Marker:::: @_plane distance _dest < 200 ;:::Not sure if this will work need to find the right name for the plane you are useing:::: ?(Not(Alive _plane)): plane = "nameofplane" createunit getmarkerpos "wp1" _i=_i -1 ?_i <= 0: Exit ;::: This line will teleport the plane back to the start Marker _plane setpos [getmarkerpos _spawn select 0, getmarkerpos _spawn select 1, (getmarkerpos _spawn select 2) +100] goto "loop"
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make the respawn area smaller..?
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i have no problems at all with UnPBO or MakePBO tested it on 5 missions from the Missioncache and they all worked. I use PBO Decryptor v1.5 by Amalfi ;) did you compress these files ? If so that can be the problem.
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ive got an idea from the film Reign of Fire and been messing with the setvelocity command, My idea is give the sky diver the option for Normal Dive or Speed Dive, The Normal Dive is striaght down and the Speed Dive allows the skydiver to travel across and down at the same time but at high speeds ;). I got it to work but i am limited in scripting so i thought i let you try this idea ;)
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did you read the readme that comes with the addon pack..? most come with the weapon and ammo names.